Files
psopeeps-newserv/src/Episode3.cc
T
2022-06-26 22:53:11 -07:00

896 lines
34 KiB
C++

#include "Episode3.hh"
#include <stdint.h>
#include <array>
#include <phosg/Filesystem.hh>
#include "Loggers.hh"
#include "Compression.hh"
#include "Text.hh"
using namespace std;
static const vector<const char*> name_for_card_type({
"HunterSC",
"ArkzSC",
"Item",
"Creature",
"Action",
"Assist",
});
static const unordered_map<uint8_t, const char*> description_for_when({
{0x01, "Set"}, // TODO: Is 01 this, or "Permanent"?
{0x02, "Attack"},
{0x03, "??? (TODO)"},
{0x04, "Before turn"},
{0x05, "Destroyed"},
{0x0A, "Permanent"}, // only used on Tollaw; could be same as 01
{0x0B, "Battle"},
{0x0C, "Opponent destroyed"}, // TODO: but this is also used for some support things like Shifta, and for Snatch, which also applies when opponents are not destroyed
{0x0D, "Attack lands"},
{0x0E, "Before attack phase"},
{0x16, "Battle end"},
{0x17, "Each defense"},
{0x20, "Each attack"},
{0x22, "Act phase"},
{0x27, "Move phase"},
{0x29, "Set and act phases"},
{0x33, "Defense phase"},
{0x3D, "Battle"}, // TODO: how is this different from 3D and 0B?
{0x3E, "Battle"}, // TODO: how is this different from 3D and 0B?
{0x3F, "Each defense"}, // TODO: how is this different from 17?
{0x46, "On specific turn"},
});
static const unordered_map<string, const char*> description_for_expr_token({
{"f", "Number of FCs controlled by current SC"},
{"d", "Die roll"},
{"ap", "Attacker AP"}, // Unused
{"tp", "Attacker TP"},
{"hp", "Attacker HP"}, // TODO: How is this different from ehp?
{"mhp", "Attacker maximum HP"},
{"dm", "Unknown: dm"}, // Unused
{"tdm", "Unknown: tdm"}, // Unused
{"tf", "Number of SC\'s destroyed FCs"},
{"ac", "Remaining ATK points"},
{"php", "Unknown: php"}, // Unused
{"dc", "Unknown: dc"}, // Unused
{"cs", "Unknown: cs"}, // Unused
{"a", "Unknown: a"}, // Unused
{"kap", "Action cards AP"},
{"ktp", "Action cards TP"},
{"dn", "Unknown: dn"}, // Unused
{"hf", "Unknown: hf"}, // Unused
{"df", "Number of destroyed ally FCs (including SC\'s own)"},
{"ff", "Number of ally FCs (including SC\'s own)"},
{"ef", "Number of enemy FCs"},
{"bi", "Number of Native FCs on either team"},
{"ab", "Number of A.Beast FCs on either team"},
{"mc", "Number of Machine FCs on either team"},
{"dk", "Number of Dark FCs on either team"},
{"sa", "Number of Sword-type items on either team"},
{"gn", "Number of Gun-type items on either team"},
{"wd", "Number of Cane-type items on either team"},
{"tt", "Unknown: tt"}, // Unused
{"lv", "Dice bonus"},
{"adm", "Attack damage"},
{"ddm", "Defending damage"},
{"sat", "Number of Sword-type items on SC\'s team"},
{"edm", "Defending damage"}, // TODO: How is this different from ddm?
{"ldm", "Unknown: ldm"}, // Unused
{"rdm", "Defending damage"}, // TODO: How is this different from ddm/edm?
{"fdm", "Final damage (after defense)"},
{"ndm", "Unknown: ndm"}, // Unused
{"ehp", "Attacker HP"},
});
// Arguments are encoded as 3-character null-terminated strings (why?!), and are
// used for adding conditions to effects (e.g. making them only trigger in
// certain situations) or otherwise customizing their results.
// Argument meanings:
// a01 = ???
// cXY/CXY = linked items (require item with cYX/CYX to be equipped as well)
// dXY = roll one die; require result between X and Y inclusive
// e00 = effect lasts while equipped? (in contrast to tXX)
// hXX = require HP >= XX
// iXX = require HP <= XX
// nXX = require condition XX (see description_for_n_condition)
// oXX = seems to be "require previous random-condition effect to have happened"
// TODO: this is used as both o01 (recovery) and o11 (reflection)
// conditions - why the difference?
// pXX = who to target (see description_for_p_target)
// rXX = randomly pass with XX% chance (if XX == 00, 100% chance?)
// sXY = require card cost between X and Y ATK points (inclusive)
// tXX = lasts XX turns, or activate after XX turns
static const vector<const char*> description_for_n_condition({
/* n00 */ "Always true",
/* n01 */ "??? (TODO)",
/* n02 */ "Destroyed with a single attack?",
/* n03 */ "Unknown", // Unused
/* n04 */ "Attack has Pierce",
/* n05 */ "Attack has Rampage",
/* n06 */ "Native attribute",
/* n07 */ "A.Beast attribute",
/* n08 */ "Machine attribute",
/* n09 */ "Dark attribute",
/* n10 */ "Sword-type item",
/* n11 */ "Gun-type item",
/* n12 */ "Cane-type item",
/* n13 */ "Guard item",
/* n14 */ "Story Character",
/* n15 */ "Attacker does not use action cards",
/* n16 */ "Aerial attribute",
/* n17 */ "Same AP as opponent",
/* n18 */ "Opponent is SC",
/* n19 */ "Has Paralyzed condition",
/* n20 */ "Has Frozen condition",
});
static const vector<const char*> description_for_p_target({
/* p00 */ "Unknown: p00", // Unused; probably invalid
/* p01 */ "SC / FC who set the card",
/* p02 */ "Attacking SC / FC",
/* p03 */ "Unknown: p03", // Unused
/* p04 */ "Unknown: p04", // Unused
/* p05 */ "Unknown: p05", // Unused
/* p06 */ "??? (TODO)",
/* p07 */ "??? (TODO; Weakness)",
/* p08 */ "FC's owner SC",
/* p09 */ "Unknown: p09", // Unused
/* p10 */ "All ally FCs",
/* p11 */ "All ally FCs", // TODO: how is this different from p10?
/* p12 */ "All non-aerial FCs on both teams",
/* p13 */ "All FCs on both teams that are Frozen",
/* p14 */ "All FCs on both teams that have <= 3 HP",
/* p15 */ "All FCs except SCs", // TODO: used during attacks only?
/* p16 */ "All FCs except SCs", // TODO: used during attacks only? how is this different from p15?
/* p17 */ "This card",
/* p18 */ "SC who equipped this card",
/* p19 */ "Unknown: p19", // Unused
/* p20 */ "Unknown: p20", // Unused
/* p21 */ "Unknown: p21", // Unused
/* p22 */ "All characters (SCs & FCs) including this card", // TODO: But why does Shifta apply only to allies then?
/* p23 */ "All characters (SCs & FCs) except this card",
/* p24 */ "All FCs on both teams that have Paralysis",
/* p25 */ "Unknown: p25", // Unused
/* p26 */ "Unknown: p26", // Unused
/* p27 */ "Unknown: p27", // Unused
/* p28 */ "Unknown: p28", // Unused
/* p29 */ "Unknown: p29", // Unused
/* p30 */ "Unknown: p30", // Unused
/* p31 */ "Unknown: p31", // Unused
/* p32 */ "Unknown: p32", // Unused
/* p33 */ "Unknown: p33", // Unused
/* p34 */ "Unknown: p34", // Unused
/* p35 */ "All characters (SCs & FCs) within range", // Used for Explosion effect
/* p36 */ "All ally SCs within range, but not the caster", // Resta
/* p37 */ "All FCs or all opponent FCs (TODO)", // TODO: when to use which selector? is a3 involved here somehow?
/* p38 */ "All allies except items within range (and not this card)",
/* p39 */ "All FCs that cost 4 or more points",
/* p40 */ "All FCs that cost 3 or fewer points",
/* p41 */ "Unknown: p41", // Unused
/* p42 */ "Attacker during defense phase", // Only used by TP Defense
/* p43 */ "Owner SC of defending FC during attack",
/* p44 */ "SC\'s own creature FCs within range",
/* p45 */ "Both attacker and defender", // Used for Snatch, which moves EXP from one to the other
/* p46 */ "All SCs & FCs one space left or right of this card",
/* p47 */ "FC\'s owner Boss SC", // Only used for Gibbles+ which explicitly mentions Boss SC, so it looks like this is p08 but for bosses
/* p48 */ "Everything within range, including this card\'s user", // Madness
/* p49 */ "All ally FCs within range except this card",
});
struct Ep3AbilityDescription {
uint8_t command;
bool has_expr;
const char* name;
const char* description;
};
static const std::vector<Ep3AbilityDescription> name_for_effect_command({
{0x00, false, nullptr, nullptr},
{0x01, true, "AP Boost", "Temporarily increase AP by N"},
{0x02, false, "Rampage", "Rampage"},
{0x03, true, "Multi Strike", "Duplicate attack N times"},
{0x04, true, "Damage Modifier 1", "Set attack damage / AP to N after action cards applied (step 1)"},
{0x05, false, "Immobile", "Give Immobile condition"},
{0x06, false, "Hold", "Give Hold condition"},
{0x07, false, nullptr, nullptr},
{0x08, true, "TP Boost", "Add N TP temporarily during attack"},
{0x09, true, "Give Damage", "Cause direct N HP loss"},
{0x0A, false, "Guom", "Give Guom condition"},
{0x0B, false, "Paralyze", "Give Paralysis condition"},
{0x0C, false, nullptr, nullptr},
{0x0D, false, "A/H Swap", "Swap AP and HP temporarily"},
{0x0E, false, "Pierce", "Attack SC directly even if they have items equipped"},
{0x0F, false, nullptr, nullptr},
{0x10, true, "Heal", "Increase HP by N"},
{0x11, false, "Return to Hand", "Return card to hand"},
{0x12, false, nullptr, nullptr},
{0x13, false, nullptr, nullptr},
{0x14, false, "Acid", "Give Acid condition"},
{0x15, false, nullptr, nullptr},
{0x16, true, "Mighty Knuckle", "Temporarily increase AP by N, and set ATK dice to zero"},
{0x17, true, "Unit Blow", "Temporarily increase AP by N * number of this card set within phase"},
{0x18, false, "Curse", "Give Curse condition"},
{0x19, false, "Combo (AP)", "Temporarily increase AP by number of this card set within phase"},
{0x1A, false, "Pierce/Rampage Block", "Block attack if Pierce/Rampage (?)"},
{0x1B, false, "Ability Trap", "Temporarily disable opponent abilities"},
{0x1C, false, "Freeze", "Give Freeze condition"},
{0x1D, false, "Anti-Abnormality", "Cure all conditions"},
{0x1E, false, nullptr, nullptr},
{0x1F, false, "Explosion", "Damage all SCs and FCs by number of this same card set * 2"},
{0x20, false, nullptr, nullptr},
{0x21, false, nullptr, nullptr},
{0x22, false, nullptr, nullptr},
{0x23, false, "Return to Deck", "Cancel discard and move to bottom of deck instead"},
{0x24, false, "Aerial", "Give Aerial status"},
{0x25, true, "AP Loss", "Make attacker temporarily lose N AP during defense"},
{0x26, true, "Bonus From Leader", "Gain AP equal to the number of cards of type N on the field"},
{0x27, false, "Free Maneuver", "Enable movement over occupied tiles"},
{0x28, false, "Haste", "Make move actions free"},
{0x29, true, "Clone", "Make setting this card free if at least one card of type N is already on the field"},
{0x2A, true, "DEF Disable by Cost", "Disable use of any defense cards costing between (N / 10) and (N % 10) points, inclusive"},
{0x2B, true, "Filial", "Increase controlling SC\'s HP by N when this card is destroyed"},
{0x2C, true, "Snatch", "Steal N EXP during attack"},
{0x2D, true, "Hand Disrupter", "DIscard N cards from hand immediately"},
{0x2E, false, "Drop", "Give Drop condition"},
{0x2F, false, "Action Disrupter", "Destroy all action cards used by attacker"},
{0x30, true, "Set HP", "Set HP to N (?) (TODO)"},
{0x31, false, "Native Shield", "Block attacks from Native creatures"},
{0x32, false, "A.Beast Shield", "Block attacks from A.Beast creatures"},
{0x33, false, "Machine Shield", "Block attacks from Machine creatures"},
{0x34, false, "Dark Shield", "Block attacks from Dark creatures"},
{0x35, false, "Sword Shield", "Block attacks from Sword items"},
{0x36, false, "Gun Shield", "Block attacks from Gun items"},
{0x37, false, "Cane Shield", "Block attacks from Cane items"},
{0x38, false, nullptr, nullptr},
{0x39, false, nullptr, nullptr},
{0x3A, false, "Defender", "Make attacks go to setter of this card instead of original target"},
{0x3B, false, "Survival Decoys", "Redirect damage for multi-sided attack"},
{0x3C, true, "Give/Take EXP", "Give N EXP, or take if N is negative"},
{0x3D, false, nullptr, nullptr},
{0x3E, false, "Death Companion", "If this card has 1 or 2 HP, set its HP to N"},
{0x3F, true, "EXP Decoy", "If defender has EXP, lose EXP instead of getting damage when attacked"},
{0x40, true, "Set MV", "Set MV to N"},
{0x41, true, "Group", "Temporarily increase AP by N * number of this card on field, excluding itself"},
{0x42, false, "Berserk", "User of this card receives the same damage as target, and isn't helped by target's defense cards"},
{0x43, false, "Guard Creature", "Attacks on controlling SC damage this card instead"},
{0x44, false, "Tech", "Technique cards cost 1 fewer ATK point"},
{0x45, false, "Big Swing", "Increase all attacking ATK costs by 1"},
{0x46, false, nullptr, nullptr},
{0x47, false, "Shield Weapon", "Limit attacker\'s choice of target to guard items"},
{0x48, false, "ATK Dice Boost", "Increase ATK dice roll by 1"},
{0x49, false, nullptr, nullptr},
{0x4A, false, "Major Pierce", "If SC has over half of max HP, attacks target SC instead of equipped items"},
{0x4B, false, "Heavy Pierce", "If SC has 3 or more items equipped, attacks target SC instead of equipped items"},
{0x4C, false, "Major Rampage", "If SC has over half of max HP, attacks target SC and all equipped items"},
{0x4D, false, "Heavy Rampage", "If SC has 3 or more items equipped, attacks target SC and all equipped items"},
{0x4E, true, "AP Growth", "Permanently increase AP by N"},
{0x4F, true, "TP Growth", "Permanently increase TP by N"},
{0x50, true, "Reborn", "If any card of type N is on the field, this card goes to the hand when destroyed instead of being discarded"},
{0x51, true, "Copy", "Temporarily set AP/TP to N percent (or 100% if N is 0) of opponent\'s values"},
{0x52, false, nullptr, nullptr},
{0x53, true, "Misc. Guards", "Add N to card's defense value"},
{0x54, true, "AP Override", "Set AP to N temporarily"},
{0x55, true, "TP Override", "Set TP to N temporarily"},
{0x56, false, "Return", "Return card to hand on destruction instead of discarding"},
{0x57, false, "A/T Swap Perm", "Permanently swap AP and TP"},
{0x58, false, "A/H Swap Perm", "Permanently swap AP and HP"},
{0x59, true, "Slayers/Assassins", "Temporarily increase AP during attack"},
{0x5A, false, "Anti-Abnormality", "Remove all conditions"},
{0x5B, false, "Fixed Range", "Use SC\'s range instead of weapon or attack card ranges"},
{0x5C, false, "Elude", "SC does not lose HP when equipped items are destroyed"},
{0x5D, false, "Parry", "Forward attack to a random FC within one tile of original target, excluding attacker and original target"},
{0x5E, false, "Block Attack", "Completely block attack"},
{0x5F, false, nullptr, nullptr},
{0x60, false, nullptr, nullptr},
{0x61, true, "Combo (TP)", "Gain TP equal to the number of cards of type N on the field"},
{0x62, true, "Misc. AP Bonuses", "Temporarily increase AP by N"},
{0x63, true, "Misc. TP Bonuses", "Temporarily increase TP by N"},
{0x64, false, nullptr, nullptr},
{0x65, true, "Misc. Defense Bonuses", "Decrease damage by N"},
{0x66, true, "Mostly Halfguards", "Reduce damage from incoming attack by N"},
{0x67, false, "Periodic Field", "Swap immunity to tech or physical attacks"},
{0x68, false, "Unlimited Summoning", "Allow unlimited summoning"},
{0x69, false, nullptr, nullptr},
{0x6A, true, "MV Bonus", "Increase MV by N"},
{0x6B, true, "Forward Damage", "Give N damage back to attacker during defense (?) (TODO)"},
{0x6C, true, "Weak Spot / Influence", "Temporarily decrease AP by N"},
{0x6D, true, "Damage Modifier 2", "Set attack damage / AP after action cards applied (step 2)"},
{0x6E, true, "Weak Hit Block", "Block all attacks of N damage or less"},
{0x6F, true, "AP Silence", "Temporarily decrease AP of opponent by N"},
{0x70, true, "TP Silence", "Temporarily decrease TP of opponent by N"},
{0x71, false, "A/T Swap", "Temporarily swap AP and TP"},
{0x72, true, "Halfguard", "Halve damage from attacks that would inflict N or more damage"},
{0x73, false, nullptr, nullptr},
{0x74, true, "Rampage AP Loss", "Temporarily reduce AP by N"},
{0x75, false, nullptr, nullptr},
{0x76, false, "Reflect", "Generate reverse attack"},
});
void Ep3CardStats::Stat::decode_code() {
this->type = static_cast<Type>(this->code / 1000);
int16_t value = this->code - (this->type * 1000);
if (value != 999) {
switch (this->type) {
case Type::BLANK:
this->stat = 0;
break;
case Type::STAT:
case Type::PLUS_STAT:
case Type::EQUALS_STAT:
this->stat = value;
break;
case Type::MINUS_STAT:
this->stat = -value;
break;
default:
throw runtime_error("invalid card stat type");
}
} else {
this->stat = 0;
this->type = static_cast<Type>(this->type + 4);
}
}
string Ep3CardStats::Stat::str() const {
switch (this->type) {
case Type::BLANK:
return "";
case Type::STAT:
return string_printf("%hhd", this->stat);
case Type::PLUS_STAT:
return string_printf("+%hhd", this->stat);
case Type::MINUS_STAT:
return string_printf("-%d", -this->stat);
case Type::EQUALS_STAT:
return string_printf("=%hhd", this->stat);
case Type::UNKNOWN:
return "?";
case Type::PLUS_UNKNOWN:
return "+?";
case Type::MINUS_UNKNOWN:
return "-?";
case Type::EQUALS_UNKNOWN:
return "=?";
default:
return string_printf("[%02hhX %02hhX]", this->type, this->stat);
}
}
bool Ep3CardStats::Effect::is_empty() const {
return (this->command == 0 &&
this->expr.is_filled_with(0) &&
this->when == 0 &&
this->arg1.is_filled_with(0) &&
this->arg2.is_filled_with(0) &&
this->arg3.is_filled_with(0) &&
this->unknown_a3.is_filled_with(0));
}
string Ep3CardStats::Effect::str_for_arg(const std::string& arg) {
if (arg.empty()) {
return arg;
}
if (arg.size() != 3) {
return arg + "/(invalid)";
}
size_t value;
try {
value = stoul(arg.c_str() + 1, nullptr, 10);
} catch (const invalid_argument&) {
return arg + "/(invalid)";
}
switch (arg[0]) {
case 'a':
return arg + "/(unknown)";
case 'C':
case 'c':
return string_printf("%s/Req. linked item (%zu=>%zu)", arg.c_str(), value / 10, value % 10);
case 'd':
return string_printf("%s/Req. die roll in [%zu, %zu]", arg.c_str(), value / 10, value % 10);
case 'e':
return arg + "/While equipped";
case 'h':
return string_printf("%s/Req. HP >= %zu", arg.c_str(), value);
case 'i':
return string_printf("%s/Req. HP <= %zu", arg.c_str(), value);
case 'n':
try {
return string_printf("%s/Req. condition: %s", arg.c_str(), description_for_n_condition.at(value));
} catch (const out_of_range&) {
return arg + "/(unknown)";
}
case 'o':
return arg + "/Req. prev effect conditions passed";
case 'p':
try {
return string_printf("%s/Target: %s", arg.c_str(), description_for_p_target.at(value));
} catch (const out_of_range&) {
return arg + "/(unknown)";
}
case 'r':
return string_printf("%s/Req. random with %zu%% chance", arg.c_str(), value == 0 ? 100 : value);
case 's':
return string_printf("%s/Req. cost in [%zu, %zu]", arg.c_str(), value / 10, value % 10);
case 't':
return string_printf("%s/Turns: %zu", arg.c_str(), value);
default:
return arg + "/(unknown)";
}
}
string Ep3CardStats::Effect::str() const {
string cmd_str = string_printf("%02hhX", this->command);
try {
const char* name = name_for_effect_command.at(this->command).name;
if (name) {
cmd_str += ':';
cmd_str += name;
}
} catch (const out_of_range&) { }
string when_str = string_printf("%02hhX", this->when);
try {
const char* name = description_for_when.at(this->when);
if (name) {
when_str += ':';
when_str += name;
}
} catch (const out_of_range&) { }
string expr_str = this->expr;
if (!expr_str.empty()) {
expr_str = ", expr=" + expr_str;
}
string arg1str = this->str_for_arg(this->arg1);
string arg2str = this->str_for_arg(this->arg2);
string arg3str = this->str_for_arg(this->arg3);
string a3str = format_data_string(this->unknown_a3.data(), sizeof(this->unknown_a3));
return string_printf("(cmd=%s%s, when=%s, arg1=%s, arg2=%s, arg3=%s, a3=%s)",
cmd_str.c_str(), expr_str.c_str(), when_str.c_str(), arg1str.data(),
arg2str.data(), arg3str.data(), a3str.c_str());
}
void Ep3CardStats::decode_range() {
// If the cell representing the FC is nonzero, the card has a range from a
// list of constants. Otherwise, its range is already defined in the range
// array and should be left alone.
uint8_t index = (this->range[4] >> 8) & 0xF;
if (index != 0) {
this->range.clear(0);
switch (index) {
case 1: // Single cell in front of FC
this->range[3] = 0x00000100;
break;
case 2: // Cell in front of FC and the front-left and front-right (Slash)
this->range[3] = 0x00001110;
break;
case 3: // 3 cells in a line in front of FC
this->range[1] = 0x00000100;
this->range[2] = 0x00000100;
this->range[3] = 0x00000100;
break;
case 4: // All 8 cells around FC
this->range[3] = 0x00001110;
this->range[4] = 0x00001010;
this->range[5] = 0x00001110;
break;
case 5: // 2 cells in a line in front of FC
this->range[2] = 0x00000100;
this->range[3] = 0x00000100;
break;
case 6: // Entire field (renders as "A")
for (size_t x = 0; x < 6; x++) {
this->range[x] = 0x000FFFFF;
}
break;
case 7: // Superposition of 4 and 5 (unused)
this->range[2] = 0x00000100;
this->range[3] = 0x00001110;
this->range[4] = 0x00001010;
this->range[5] = 0x00001110;
break;
case 8: // All 8 cells around FC and FC's cell
this->range[3] = 0x00001110;
this->range[4] = 0x00001110;
this->range[5] = 0x00001110;
break;
case 9: // No cells
break;
// The table in the DOL file only appears to contain 9 entries; there are
// some pointers immediately after. So probably if a card specified A-F,
// its range would be filled in with garbage in the original game.
default:
throw runtime_error("invalid fixed range index");
}
}
}
string name_for_rarity(uint8_t rarity) {
static const vector<const char*> names({
"N1",
"R1",
"S",
"E",
"N2",
"N3",
"N4",
"R2",
"R3",
"R4",
"SS",
"D1",
"D2",
"INVIS",
});
try {
return names.at(rarity - 1);
} catch (const out_of_range&) {
return string_printf("(%02hhX)", rarity);
}
}
string name_for_target_mode(uint8_t target_mode) {
static const vector<const char*> names({
"NONE",
"SINGLE",
"MULTI",
"SELF",
"TEAM",
"ALL",
"MULTI-ALLY",
"ALL-ALLY",
"ALL-ATTACK",
"OWN-FCS",
});
try {
return names.at(target_mode);
} catch (const out_of_range&) {
return string_printf("(%02hhX)", target_mode);
}
}
string string_for_colors(const parray<uint8_t, 8>& colors) {
string ret;
for (size_t x = 0; x < 8; x++) {
if (colors[x]) {
ret += '0' + colors[x];
}
}
if (ret.empty()) {
return "none";
}
return ret;
}
string string_for_assist_turns(uint8_t turns) {
if (turns == 90) {
return "ONCE";
} else if (turns == 99) {
return "FOREVER";
} else {
return string_printf("%hhu", turns);
}
}
string string_for_range(const parray<be_uint32_t, 6>& range) {
string ret;
for (size_t x = 0; x < 6; x++) {
ret += string_printf("%05" PRIX32 "/", range[x].load());
}
while (starts_with(ret, "00000/")) {
ret = ret.substr(6);
}
if (!ret.empty()) {
ret.resize(ret.size() - 1);
}
return ret;
}
string Ep3CardStats::str() const {
string type_str;
try {
type_str = name_for_card_type.at(this->type);
} catch (const out_of_range&) {
type_str = string_printf("%02hhX", this->type);
}
string rarity_str = name_for_rarity(this->rarity);
string target_mode_str = name_for_target_mode(this->target_mode);
string range_str = string_for_range(this->range);
string assist_turns_str = string_for_assist_turns(this->assist_turns);
string hp_str = this->hp.str();
string ap_str = this->ap.str();
string tp_str = this->tp.str();
string mv_str = this->mv.str();
string left_str = string_for_colors(this->left_colors);
string right_str = string_for_colors(this->right_colors);
string top_str = string_for_colors(this->top_colors);
string effects_str;
for (size_t x = 0; x < 3; x++) {
if (this->effects[x].is_empty()) {
continue;
}
if (!effects_str.empty()) {
effects_str += ", ";
}
effects_str += this->effects[x].str();
}
return string_printf(
"[Card: %04" PRIX32 " name=%s type=%s-%02hhX rare=%s cost=%hhX+%hhX "
"target=%s range=%s assist_turns=%s cannot_move=%s cannot_attack=%s "
"hidden=%s hp=%s ap=%s tp=%s mv=%s left=%s right=%s top=%s a2=%08" PRIX32 " "
"assist_effect=[%hu, %hu] a3=[%hu, %hu] has_effects=%s effects=[%s]]",
this->card_id.load(),
this->name.data(),
type_str.c_str(),
this->subtype,
rarity_str.c_str(),
this->self_cost,
this->ally_cost,
target_mode_str.c_str(),
range_str.c_str(),
assist_turns_str.c_str(),
this->cannot_move ? "true" : "false",
this->cannot_attack ? "true" : "false",
this->hide_in_deck_edit ? "true" : "false",
hp_str.c_str(),
ap_str.c_str(),
tp_str.c_str(),
mv_str.c_str(),
left_str.c_str(),
right_str.c_str(),
top_str.c_str(),
this->unknown_a2.load(),
this->assist_effect[0].load(),
this->assist_effect[1].load(),
this->unknown_a3[0].load(),
this->unknown_a3[1].load(),
this->has_effects ? "true" : "false",
effects_str.c_str());
}
Ep3DataIndex::Ep3DataIndex(const string& directory) {
static constexpr bool debug_enabled = false;
unordered_map<uint32_t, vector<string>> card_tags;
if (debug_enabled) {
unordered_map<uint32_t, string> card_text;
try {
string data = prs_decompress(load_file(directory + "/cardtext.mnr"));
StringReader r(data);
while (!r.eof()) {
uint32_t card_id = stoul(r.get_cstr());
// Most cards have multiple pages, but we only care about the first page
// (for now)
string text = r.get_cstr();
// Preprocess text: first, delete all color markers
size_t offset = text.find("\tC");
while (offset != string::npos) {
text = text.substr(0, offset) + text.substr(offset + 3);
offset = text.find("\tC");
}
// Preprocess text: delete all initial lines that don't start with \t
offset = text.find('\t');
if (offset == string::npos) {
text.clear();
} else {
text = text.substr(offset);
}
// Preprocess text: merge lines that don't begin with \t
for (offset = 0; offset < text.size(); offset++) {
if (text[offset] == '\n' && text[offset + 1] != '\t') {
text = text.substr(0, offset) + text.substr(offset + 1);
offset--;
}
}
// Split text into tags
vector<string> tags;
auto lines = split(text, '\n');
for (const auto& line : lines) {
if (line[0] == '\t' && line[1] == 'D') {
tags.emplace_back("D: " + line.substr(2));
} else if (line[0] == '\t' && line[1] == 'S') {
tags.emplace_back("S: " + line.substr(2));
}
}
if (!card_text.emplace(card_id, move(text)).second) {
throw runtime_error("duplicate card text id");
}
if (!card_tags.emplace(card_id, move(tags)).second) {
throw logic_error("duplicate card tags id");
}
r.go((r.where() + 0x3FF) & (~0x3FF));
}
} catch (const exception& e) {
static_game_data_log.warning("Failed to load card text: %s", e.what());
}
}
try {
this->compressed_card_definitions = load_file(directory + "/cardupdate.mnr");
string data = prs_decompress(this->compressed_card_definitions);
// There's a footer after the card definitions, but we ignore it
if (data.size() % sizeof(Ep3CardStats) != sizeof(Ep3CardStatsFooter)) {
throw runtime_error(string_printf(
"decompressed card update file size %zX is not aligned with card definition size %zX (%zX extra bytes)",
data.size(), sizeof(Ep3CardStats), data.size() % sizeof(Ep3CardStats)));
}
const auto* stats = reinterpret_cast<const Ep3CardStats*>(data.data());
size_t max_cards = data.size() / sizeof(Ep3CardStats);
for (size_t x = 0; x < max_cards; x++) {
// The last card entry has the build date and some other metadata (and
// isn't a real card, obviously), so skip it. Seems like the card ID is
// always a large number that won't fit in a uint16_t, so we use that to
// determine if the entry is a real card or not.
if (stats[x].card_id & 0xFFFF0000) {
continue;
}
shared_ptr<CardEntry> entry(new CardEntry({stats[x], {}}));
if (!this->card_definitions.emplace(entry->stats.card_id, entry).second) {
throw runtime_error(string_printf(
"duplicate card id: %08" PRIX32, entry->stats.card_id.load()));
}
entry->stats.hp.decode_code();
entry->stats.ap.decode_code();
entry->stats.tp.decode_code();
entry->stats.mv.decode_code();
entry->stats.decode_range();
if (debug_enabled) {
string card_str = entry->stats.str();
try {
string tags_str = join(card_tags.at(stats[x].card_id), ", ");
fprintf(stderr, "%s tags: [%s]\n", card_str.c_str(), tags_str.c_str());
} catch (const out_of_range&) {
fprintf(stderr, "%s\n", card_str.c_str());
}
}
}
static_game_data_log.info("Indexed %zu Episode 3 card definitions", this->card_definitions.size());
} catch (const exception& e) {
static_game_data_log.warning("Failed to load Episode 3 card update: %s", e.what());
}
for (const auto& filename : list_directory(directory)) {
try {
shared_ptr<MapEntry> entry;
if (ends_with(filename, ".mnmd")) {
entry.reset(new MapEntry(load_object_file<Ep3Map>(directory + "/" + filename)));
} else if (ends_with(filename, ".mnm")) {
entry.reset(new MapEntry(load_file(directory + "/" + filename)));
}
if (entry.get()) {
if (!this->maps.emplace(entry->map.map_number, entry).second) {
throw runtime_error("duplicate map number");
}
string name = entry->map.name;
static_game_data_log.info("Indexed Episode 3 map %s (%08" PRIX32 "; %s)",
filename.c_str(), entry->map.map_number.load(), name.c_str());
}
} catch (const exception& e) {
static_game_data_log.warning("Failed to index Episode 3 map %s: %s",
filename.c_str(), e.what());
}
}
}
Ep3DataIndex::MapEntry::MapEntry(const Ep3Map& map) : map(map) { }
Ep3DataIndex::MapEntry::MapEntry(const string& compressed)
: compressed_data(compressed) {
string decompressed = prs_decompress(this->compressed_data);
if (decompressed.size() != sizeof(Ep3Map)) {
throw runtime_error(string_printf(
"decompressed data size is incorrect (expected %zu bytes, read %zu bytes)",
sizeof(Ep3Map), decompressed.size()));
}
this->map = *reinterpret_cast<const Ep3Map*>(decompressed.data());
}
string Ep3DataIndex::MapEntry::compressed() const {
if (this->compressed_data.empty()) {
this->compressed_data = prs_compress(&this->map, sizeof(this->map));
}
return this->compressed_data;
}
const string& Ep3DataIndex::get_compressed_card_definitions() const {
if (this->compressed_card_definitions.empty()) {
throw runtime_error("card definitions are not available");
}
return this->compressed_card_definitions;
}
shared_ptr<const Ep3DataIndex::CardEntry> Ep3DataIndex::get_card_definition(
uint32_t id) const {
return this->card_definitions.at(id);
}
const string& Ep3DataIndex::get_compressed_map_list() const {
if (this->compressed_map_list.empty()) {
// TODO: Write a version of prs_compress that takes iovecs (or something
// similar) so we can eliminate all this string copying here.
StringWriter entries_w;
StringWriter strings_w;
for (const auto& map_it : this->maps) {
Ep3MapList::Entry e;
const auto& map = map_it.second->map;
e.map_x = map.map_x;
e.map_y = map.map_y;
e.scene_data2 = map.scene_data2;
e.map_number = map.map_number.load();
e.width = map.width;
e.height = map.height;
e.map_tiles = map.map_tiles;
e.modification_tiles = map.modification_tiles;
e.name_offset = strings_w.size();
strings_w.write(map.name.data(), map.name.len());
strings_w.put_u8(0);
e.location_name_offset = strings_w.size();
strings_w.write(map.location_name.data(), map.location_name.len());
strings_w.put_u8(0);
e.quest_name_offset = strings_w.size();
strings_w.write(map.quest_name.data(), map.quest_name.len());
strings_w.put_u8(0);
e.description_offset = strings_w.size();
strings_w.write(map.description.data(), map.description.len());
strings_w.put_u8(0);
e.unknown_a2 = 0xFF000000;
entries_w.put(e);
}
Ep3MapList header;
header.num_maps = this->maps.size();
header.unknown_a1 = 0;
header.strings_offset = entries_w.size();
header.total_size = sizeof(Ep3MapList) + entries_w.size() + strings_w.size();
StringWriter w;
w.put(header);
w.write(entries_w.str());
w.write(strings_w.str());
StringWriter compressed_w;
compressed_w.put_u32b(w.str().size());
compressed_w.write(prs_compress(w.str()));
this->compressed_map_list = move(compressed_w.str());
static_game_data_log.info("Generated Episode 3 compressed map list (%zu -> %zu bytes)",
w.size(), this->compressed_map_list.size());
}
return this->compressed_map_list;
}
shared_ptr<const Ep3DataIndex::MapEntry> Ep3DataIndex::get_map(uint32_t id) const {
return this->maps.at(id);
}